My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Great!
Synergy
RIP
Versatility
Mediocre
F2P score
Bad

3 problems 3 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM No anti-air high-damage unit!

You don't have a unit, that attacks air and deals high damage. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No cards that can reset/retarget certain attackers.

There are cards that can be very dangerous if you let them charge. Or if they lock onto your tower and you have no way of distracting them. Such as these:

In order to better fight them, it is good to have a card that can reset their attack. Consider adding one of these:

Let's fix it!

Let's fix it!

Similar decks

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Firecracker

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Missing

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Skeletons Firecracker Royal Giant P.E.K.K.A

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Royal Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Rage Goblin Curse

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Royal Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Royal Giant P.E.K.K.A

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Firecracker Goblin Machine

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Skeletons Royal Giant Goblin Curse
Giant Snowball
Skeletons Goblin Curse
Zap
Skeletons Firecracker Royal Giant Goblin Curse
Barbarian Barrel
Skeletons Firecracker Goblin Curse
The Log
Skeletons Firecracker Royal Giant Goblin Curse
Earthquake
Skeletons Firecracker
Arrows
Skeletons Firecracker Goblin Curse
Royal Delivery
Skeletons Firecracker P.E.K.K.A
Fireball
Firecracker
Poison
Firecracker Goblin Curse
Lightning
Rocket

Against air swarms

Spells and units that can counter air swarms.

Firecracker Goblin Machine

Against ground swarms

Spells and units that can counter ground swarms.

Firecracker Goblin Machine

Ladder info

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Rage Goblin Curse P.E.K.K.A Goblin Machine

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Royal Giant

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Bad

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Mirror Skeletons Rage Goblin Curse Firecracker Goblin Machine Royal Giant P.E.K.K.A

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

5 Mirror Skeletons Rage Goblin Curse

Attack Synergies 1 3

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Skeletons
Firecracker
Royal Giant Mirror P.E.K.K.A
Royal Giant
Firecracker Mirror
Mirror
Firecracker Royal Giant
Rage
Goblin Curse
P.E.K.K.A
Firecracker
Goblin Machine

Defense Synergies 0 4

Skeletons
Firecracker P.E.K.K.A
Firecracker
Skeletons Mirror P.E.K.K.A
Royal Giant
Mirror
Firecracker
Rage
Goblin Curse
P.E.K.K.A
Skeletons Firecracker
Goblin Machine

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Firecracker
P.E.K.K.A Skeletons Firecracker Goblin Curse
P.E.K.K.A Skeletons Goblin Curse
P.E.K.K.A Skeletons Firecracker Goblin Curse
Firecracker P.E.K.K.A
Skeletons Firecracker
Firecracker Goblin Curse
P.E.K.K.A
P.E.K.K.A Skeletons Goblin Curse
Skeletons Firecracker
Goblin Curse Skeletons Firecracker
Firecracker Goblin Curse
P.E.K.K.A Skeletons Goblin Curse
Firecracker Goblin Curse P.E.K.K.A
P.E.K.K.A Goblin Curse
Goblin Curse P.E.K.K.A
Skeletons Firecracker P.E.K.K.A
Firecracker
Firecracker Goblin Curse
P.E.K.K.A Goblin Curse
Firecracker Goblin Curse P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeletons P.E.K.K.A
Firecracker
P.E.K.K.A Skeletons
P.E.K.K.A
P.E.K.K.A Skeletons Goblin Curse
Firecracker Skeletons Goblin Curse
P.E.K.K.A Skeletons
P.E.K.K.A Goblin Curse
P.E.K.K.A Skeletons Firecracker
P.E.K.K.A Skeletons Goblin Curse
P.E.K.K.A
P.E.K.K.A
P.E.K.K.A Skeletons Goblin Curse
Firecracker Goblin Curse
Skeletons Firecracker P.E.K.K.A
Firecracker Goblin Curse P.E.K.K.A

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Firecracker
Firecracker Goblin Curse
Firecracker
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker Goblin Curse
Firecracker
Firecracker
Firecracker Goblin Curse
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker
P.E.K.K.A
Firecracker Goblin Curse
Firecracker Goblin Curse
Firecracker
Firecracker
Firecracker P.E.K.K.A
Firecracker
Firecracker
Firecracker

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